Good pictures and good descriptions and very interesting information in the reply, thank you. I would like to comment on the use of new versus derivative names. I believe that the presentation was very well done. We have pictures which are not derivative of Tolkien. We have NEW names for each type of playable creatures. However, I also like how we are given familiar names/descriptors in addition to the new (game) title. This allows us a mental link to our
cleflar
I like the OP's idea, but we would need to flip side of the coin to work, too. In other words, if your enemy has a huge army agains your small one, then your army might lay down their arms instead of fight. So apart from some elite units, we the players ought not to be able to expect our forces to fight to the death to slightly damage the enemy. Sauce for the goose is sauce for the gander.
Since our channeler is immortal, when we marry a commonor then it is likely that we will outlive her. So it may turn out that we have a whole series of different wives over the course of a game.
I agree that it is better to get it right then to get it fast.
Yes. (After all, if you save you game prior to the battle, isn't that the same as 'no'? Unless the game wouldn't let you reload saved games of that sovereign...hardcore).
I like the childrens' genetic code idea. Please keep it in game even if it results in horrid grandchildren. Other ideas, such as the xenophobia one discussed above, are also good ones. From a gameplay perspective, I could see my powerful empire forcing a weak kingdom to marry their beautiful princess to my troll ugly son. Or, perhaps, I would have a difficult and unpleasant daughter who I tell to either do as I say or I will marry her off to the goblin lord.<
The survey, through no fault of your own, would not allow me to choose N/A for more than of of the games selestion question. I wanted to answer N/A for three of the six, so I ranked 1, 2, 3 for the ones that I wanted to rank and 5, 6, N/A for the others. Thanks for doing this.
For those interested in designing flags and personalized symbols, here is a website you might find useful: http://heraldry.sca.org/primer/ If you google 'blazonry' you will find many additional resources.
Just for historical accuracy, we occasionally do see countries lend each other troops. For example, we had a hefty contingent of Korean troops fighting with the US in Vietnam, Turkish and other NATO troops in Korea, US troops attached to British forces at Dieppe (before enough US troops were sent overseas to qualify for US command), and so forth. That aside, I like your ideas. :)
I think that if something is easy, then it is also boring. Challenges (hard games) are interesting to me.
I disagree with the OP. I like both the asset management (stockpiling) and the 'realism' of only being able to build things for which I have accumulated the resources. After all, I cannot build a stone wall in my yard without gathering stones from the nearby woods.
Perhaps quests could be viewed from more than one perspective. For example: First Perspective, Quest type One time quests. These would be things like explore a mountaintop to kill a troll, kill a dragon, capture a pirate, seduce the daughter of a rival king, or any of the other great id
Perhaps the dowery could be the property of the princess, but under the control of the faction into which the princess marries. However, it would revert to the princess or remain with her heirs under appropriate circumstances. For example, let's say for your faction has a charming, high ability daughter which you marry to your neighbor's faction to get the various benefits discussed above. As dowery, you send Hero A, chest of gold B and you deed her city C which has certai
If that blacksmith helps us often enough on our quests, and if he is a pretty unusual guy to start with, maybe he will grow into a minor hero.
It would be nice to have various types of orders to give these generals. For example, offensive actions might be 'attack if victory appears certain' or 'don't attack if risky at all' or something in between. Similar orders might be given with regard to defense, such as 'defend at *** river (or pass) at all costs' or 'stay between enemy and ****city, retreat into city if necessary' (or ...do not retreat into city'.
I agree that the status of 'Elite' should be rare for military units and should be based on significant experience in battle, not simply training or the passage of time, regardless of how fancy the training facility and equipment is.
Is the OP talking about the beta test of Elemental? It is difficult to sympathize with someone who communicates so poorly.
The idea of a 'pre war CONFLICT' mode is excellent and I would like to strongly support it. War is a serious business and commits both nations to a major investment of resources. It would be very nice to have a lower level conflict, similar to a border war, where the two sides skirmish but where the nations do not feel like they must commit to a major conflict. The was may follow, or it may not, but the conflict mode would be another diplomatic tool of interest.
We do not yet know what the other things are, besides starting a city, for early game mana uses. We may find that a good strategy is to start one city and then use essence to research spells, or summon a troll family, or create a magic stave, or to do something else. Until we have options to compare we cannot really assess. On the other hand, I do like the limitation this imposes on the classic strategy of starting as many cities as quickly as you can, that gets tedious.</
The relative lack of comments on this topic helped me formulate something that has been in the back of my mind for a while. This backstory, while somewhat interesting, just doesn't really grab me. I will quickly admit that I am not the typical gamer. I am older, maybe interested in different things, maybe different in a lot of ways so my opinion here isn't really that important. I realize that we need to start with a relatively barren world and it is probable that ther
If this path were followed, I would suggest the following adjustment: When a new metal/use/technology is discovered, please don't automatically reveal the sources on the map. If one of the sources happens to be in one of your existing mines, sure...your miners will recognize it. On the other hand, if you have recently discovered a use for that dark red rock that you used to think was just a rock, you need to re-explore your kingdom to find where those rocks were. If
Perhaps an odds calculation would be useful for auto-resolve battles. However, for tactical battles I hope that the outcome would be sufficiently dependent upon the skill of the players to make any odds calculation irrelevant. Using your dragon turtles v/ death knight example, what I used to do was to move my flanks forward and my center back, always keeping my turtles just beyond range of the deathknight until I was ready. My goal was to get him into the center of my forc
A reasonably simple system that would still allow more variation might use something like two six-sided dice. Rolling these dice would allow a range of outcomes from 2 to 12 with the probability of the outcomes being a bell curve. Three or more dice would give the same curve, of course, with a greater range and standard deviation. If a high roll provided more damage and a low roll less damage, the attributes of the weapons and armor could be expressed as an addition t
Tatertot, isn't the appropriate time to use a poission distribution when the event relates to TIME or SPACE (as in location)? This might not be the case in attack/defense rolls, so perhaps the poission should be taken out of the discussion.
I would think the easiest way to maintain some reasonable realism might work like this: 1. Check your inventory for supplies of manufactured plate mail 2. Click 'upgrade' on the units you want to upgrade for the plate mail you have in inventory 3. Wait a little while for the plate mail to reach them. If they are in a city you own, it is very quick, if they are on your border near a road, it takes a little longer, if they are deep in the wilderness the